ACC - Mises à jour

  • ok merci, je croyais avoir dl un truc pourtant ce midi...


    bon c'est bien ils bossent pour boucher les trous dans la coque, ça confirme que le jeu est sorti un peu vite.

  • Petit problème au lancement de ACC après la mise a jour impossible de jouer car bloqué par l antivirus . Vous avez ce genre de problème ?

    Edited 7 times, last by Satanas54 ().

  • C'était bloqué aussi chez moi, j'ai quitté Steam puis relancé, et ça marche...:jecpa:

    Moi il ne veut pas me marque fichier corrompu des que je clique sur ACC et il télécharge en permanence le fichier toute les 20 secondes .


    Ca remarche

    Edited 4 times, last by Satanas54: Ca remarche ().

  • Le changelog de la mise à jour 1.0.3 qui sort de sa beta et qui est maintenant téléchargeable pour tout le monde :


  • J’espère qu’il ne va pas encore m’absorber la sauvegarde du mode Career => obligé de me retaper hier soir toutes les séances à Zolder alors qu’il ne me restait que la course 2 pour boucler le week-end :yes:

  • Perso, j'ai jamais pris le "risque" de quitter un meeting (même depuis que le jeu sauvegarde entre les sessions). Du coup, je crois que je fais bien de faire comme ça pour l'instant mais c'est vrai que ça fait long plus de 2h de conduite par meeting ^^

  • Beaucoup de monde avait des crashs depuis les MAJ 1.0.2 et 1.0.3 donc je préfère largement voir un changelog court mais utile et réactif plutôt qu'aucun changement pendant des jours/semaines comme certains autres studios faisaient alors que leur jeu n'était pas fini :siffle:

  • C'est la MAJ 1.0.4 qui ne sera pas resté longtemps en beta :


  • nouvelle maj 1.05 205 mo

    enfin plutot un hotfix de la beta 1.05 déjà sortie...


    on avance à petits pas mais on avance


    1.0.5:


    RATING & MULTIPLAYER:


    - Minor changes to the server ping system.

    - Fixed CP servers memorizing disconnected users in certain situations.

    - Added 2nd results json file (via dumpLeaderboards) that contains more information.

    - Enabled Lumirank display in Multiplayer

    - (Slightly) reduced amount of necessary netcode pakets especially while other cars are changing setups.

    - Fixed server trying to connect to the secondary lobby backend first.

    - Race weekend resets now reset the track grip as intended again.

    - Added configuration option "randomizeTrackWhenEmpty".

    - Added "forceEntryList" option for non-public servers.

    - Fixed "maxClientsOverride" not working as indented, including the calculation for specator slots left on busy servers.

    - Improved "/next" admin command, which now always forces the end of the session instead of skipping to the next one.

    - Race weekend simulation now allows to chain sessions, so the weather and track condition will just carry over.

    - CP Servers will now chain the Qualifying session into the Race session, so the starting conditions are well known.

    - Teleports of the own car will now re-focus it in the last drivable camera.

    - Improved backend stability, moved one in-memory cache layer to hard disk.

    - Server now creates the required folders if necessary.

    - The Pitstop MFD can now be used in FP and Q while driving in a team, allowing swaps in all session types.

    - Updated Server Admin Handbook v2 to cover: "Custom cars", "overrideCarModelForCustomCar", "customCar"; "forceEntryList"; "randomizeTrackWhenEmpty"

  • La version "officielle" de la mise à jour 1.0.5 est sortie hier :


    GENERAL:
    - Potential fix for failure to start the game with a particular combination of characters in the username.
    - Added logs for autosave replay issue.

    RATING & MULTIPLAYER:
    - Minor changes to the server ping system.
    - Fixed CP servers memorizing disconnected users in certain situations.
    - Added 2nd results json file (via dumpLeaderboards) that contains more information.
    - Enabled Lumirank display in Multiplayer.
    - (Slightly) reduced amount of necessary netcode packets, especially while other cars are changing setups.
    - Fixed server trying to connect to the secondary lobby backend first.
    - Race weekend resets now reset the track grip as intended again.
    - Added configuration option "randomizeTrackWhenEmpty".
    - Added "forceEntryList" option for non-public servers.
    - Fixed "maxClientsOverride" not working as indented, including the calculation for spectator slots left on busy servers.
    - Improved "/next" admin command, which now always forces the end of the session instead of skipping to the next one.
    - Race weekend simulation now allows to chain sessions, so the weather and track condition will just carry over.
    - CP Servers will now chain the Qualifying session into the Race session, so the starting conditions are well known.
    - Teleports of own car will now re-focus it in the last drivable camera.
    - The initial CP Rating (until a certain amount of races/positions have been completed) changed. Winning points will move the CP Rating more directly to the target, while losing only gives a comparably tiny progress.
    - Improved backend stability, moved one in-memory cache layer to hard disk.
    - Server now creates the required folders if necessary.
    - The Pitstop MFD can now be used in FP and Q while driving in a team, allowing swaps in all session types.
    - Updated Server Admin Handbook v2 to cover: "Custom cars", "overrideCarModelForCustomCar", "customCar"; "forceEntryList"; "randomizeTrackWhenEmpty"
    - Fixed setup and timing serialization in driver swap situations. The car taking over should now be able to use the Pitstop MFD as intended.

    GAMEPLAY:
    - Fixed tyre wear incorrectly resetting in pit stops.

    UI:
    - Fixed issues with rebinding an existing control and saving presets.

    AUDIO:
    - Audio scale improvements.

    PHYSICS:
    - Fixed Mercedes engine damage raising too much at engine limiter. Additional damage tweaks for Audi R8, Lamborghini Huracán and BMW M6.
    - Fixed Honda NSX too high fuel consumption.
    - Honda NSX AI tweaks.
    - Fixed missing Porsche aggressive Nurburgring setup.
    - Fixed astroturf grip level at some locations on Spa.

    AI:
    - Improved AI movement when they are on the outside.

  • Des infos intéressantes et officielles


    https://www.assettocorsa.net/f…ess-is-really-slow.59044/

    post 7 et 16


    "Our 1st priority is to make the game stable and improve performance when possible. This will make the game more enjoyable to everybody, obviously also to VR and triple screen users. The first hotfixes were focused on that and it will be an ongoing work for at least the whole 2019


    2nd priority is to make the multiplayer and ratings as stable and properly working as possible. This is long term work but always high on top of priority list. We think multi core is already very good but there are many side features that need tweaking, rework or re enabling (some are disabled to keep things stable)


    3rd priority is to fix and improve UI elements and player notification for offline, online, vr etc. Plenty of work to do here and it is undergoing. We expect good updates during summer. First indication is the brand new control option screens."


    Aristotelis